attribute vec3 a_positionL;
attribute vec2 a_uv;

uniform mat4 u_wvpMatrix;

varying vec3 v_uv;

void main()
{
	gl_Position = u_wvpMatrix * vec4(a_positionL, 1.0);
	gl_Position.z = 1.0000 - 0.0001;
	v_uv = a_positionL;
}
